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The Control Mode
Object selection
Press the left mouse button to select an object.
If you want to select more than one object then you should hold down shift while clicking on each object.
Pressing L deselects all selected objects.By default , when you click to select an object, inteng will select the object whose center is nearest to the mouse. There is another option, which is often easier to use, which is to select the object that contains the polygon that the mouse was over. This option can be found under the options menu.
The Menus
File > Quit
Exit inteng and return to windows.
File > Write C File
Writes out a c file for a single shape. This option can be ignored
File > Write Asc File
Writes out a .asc file of the whole level. This is sometimes useful if you have deleted polygons from shapes and want to update the version of the mesh in 3d studio or Geotools.
File > Write Asc File (Doors closed)
Similar to the previous option, except that doors are exported in their closed position.
Mode > …
A number of options for accessing the different modes. The only slightly complicated one is the strategy mode option that has three choices (Normal, No Texture). The No Texture option is most commonly selected, although Normal (with textures) should work well if you have already added textures and have enough ram.
Object > Find Object
This brings up a dialog box listing all objects within the rif file. The camera will be moved to the object selected from the list.
Object > Find Small Modules
Awaiting Instructions From Rebellion
Object > Set Base Module
This makes the currently selected module the base module. This is only important when using CCAMAIN to import shapes and morph data from 3ds and asc files.
Object > Change Object Type > Module
Object > Change Object Type > PlacedThese options allow you to convert objects from being objects to placed objects. Sometimes it is easier to build certain placed objects into the level mesh and convert them into placed objects, instead of trying to position them in object placement mode.
Object > Delete Module's Data
Deletes module linking data from an object. Can probably be ignored.
Object > Merge Objects
This merges all of the selected objects into a single object. The merged object will take its name and various other details from the first object selected. This option doesn't work on objects with morphing data attached to them.
Object > Fix tears between Objects
This tries to fix tears between adjacent modules, caused by vertices not lining up exactly. You must select exactly two modules to use this option.
Shape > Recentre Shape > Move centre to top
Shape > Recentre Shape > Move centre to bottomThese options allow you to move a shapes center from the middle to the top or bottom. This is mainly useful for setting up platform lifts so that their centers won't go outside of the environment. There is an alternative recentering option available within the texture mapping mode. (Note that if you recenter an object with track data then you will to edit the track information so that it gets updated properly).
Miscellaneous > Module Overlaps
This causes all modules to be color coded according to the amount of module overlap they have. If you click on a module after this option has been selected, then inteng will display the bounding boxes for the selected module, and all modules that overlap with it The colors used are:
Yellow overlap of up to 2mm
Orange overlap of up to 10cm
Purple overlap of up to 1 meter
Red overlap of up over 1 meter
Yellow and orange overlaps probably won't cause any problems, larger overlaps should generally be fixed.Awaiting Updated Color Info From Rebellion
Miscellaneous > Recalculate Normals and Extents
This option is just for fixing some previous problems with exporting stuff from 3dsmax. It shouldn't be needed for any new levels that are created.
Options > Select by polygons
Turns on selection by clicking on polygons (as opposed to clicking near the centers of objects).
Options->Prefer .BMP over .RIM
When loading textures with this option turned on, inteng will search for .BMP files in the texture directories, and try to load them. If it fails to find a .BMP of the given name, it will then try to load the .RIM file as normal. This option is there so that you can experiment with different textures, without having to keep using texconv to create the .RIM files. Note that any textures loaded as .BMPs won't be able to use transparency.
Options->Use Polygon View Distance
If this option is turned on then the view distance will be checked against each polygon instead of just against each object.